after I have installed the libSDL, the same error appeared for the libudev.so.0 library. I installed this version of libudev as well, then the following error appeared when running VRDeviceDaemon with settings unchanged in RunViveTracker.sh

First, run in a terminal:/usr/local/bin/VRDeviceDaemon -rootSection Vive
and see if that works. It should print a bunch of stuff, and finally sit there after printing “VRDeviceServer: Listening for incoming connections on TCP port 8555”. It might print a lot of “ioctl (GFEATURE): Broken pipe” messages; simply ignore those.

Either way, if you don’t get a terminal prompt back it means it’s working and you can try DeviceTest.

If the above doesn’t work, try a small edit to /usr/local/bin/RunViveTracker.sh. Open it in an editor, likesudo xed /usr/local/bin/RunViveTracker.sh
and look towards the end of the file. Comment out the last line (which includes fgrep), and remove the comment mark in front of the other line that runs VRDeviceDaemon. Then save and try running RunViveTracker.sh again.

]]>Comment on Vive la Vrui! by kopacz kundhttp://doc-ok.org/?p=1508#comment-28901
Tue, 07 Aug 2018 08:48:06 +0000http://doc-ok.org/?p=1508#comment-28901Dear Oliver,
I’m an amateur with Linux, IT and computer science in general, but managed to install SteamVR, Vrui 4.5-004 and the LidarViewer 2.13 on a Lenovo Cube with Linux Mint (Tara) and NVidia GeForce 1080 (390-48 driver). Vrui seems to be working, because the rotating earth appears. LidarViewer also works, because I managed to turn a .las file into a working .lidar. Also, I did a manual install, following the Readme from the source both with Vrui and LidarViewer.

then I tried the DeviceTest as described in your article, which displayed this:
Caught exception Comm::TCPPipe::TCPPipe: Unable to connect to host localhost on port 8555 while initializing VR device client

Could you help me with fixing this?
Should I just abandon trying to fix this setup and try older install combos?

Thank you!

ps. I’m a sculptor working usually with clay, axe and other simple electric machines. I am thinking of using this software as a B plan for an art project and since my time to finish it is getting shorter, even a simple comment as abandon all hope helps me a lot 🙂

what I hear from Elite users sounds so much different. Even with my one or two other VR applications it is a complete different ball game: GoogleVR is perfect, Arizona Sunshine is too, I am not testing high speed ego shooters but what I take from past experience, there is nothing like a racing sim when it comes to parallel calculations for the CPU and GPU, the shear speed of bringing 10+ cars at 300 km/h in focus in front, beside and behind you with no stuttering and an exact representation of their position together with the world flying by and rendering the track, the cars and the sky, all in all, this is to my knowledge the most demanding VR application today.

A lot of VR is perception though. Do you focus the screen door effect and you will see it. Do you focus shimmering on the edges of the buildings and you will see it. Do you allow full immersion in your head, you see the main action. It is like listening to audiophile music on an expensive stereo, someday you love it and someday you think it is all out of sync.

Chris

]]>Comment on Accommodation and Vergence in Head-mounted Displays by Anonymoushttp://doc-ok.org/?p=1602#comment-28870
Sun, 05 Aug 2018 21:26:26 +0000http://doc-ok.org/?p=1602#comment-28870Are you working on one at MS?
]]>Comment on Measuring the Effective Resolution of Head-mounted Displays by James83http://doc-ok.org/?p=1631#comment-28854
Sun, 05 Aug 2018 10:14:18 +0000http://doc-ok.org/?p=1631#comment-28854Nice article!!! Thanks! I’m just approaching to VR for a neuroscience study and wondering which is the best way to calculate/calibrate the visual stimuli size in the VR environment (Unity3D/UnrealEngine) given its visual degrees-expressed dimension. It could be another good theme for this interesting blog!!
]]>Comment on How to Measure Your IPD by Weshttp://doc-ok.org/?p=898#comment-28784
Thu, 02 Aug 2018 02:24:14 +0000http://doc-ok.org/?p=898#comment-28784You can try “Eye Measure” if you have an iPhone X. Does near and far PD and it’s pretty accurate. Uses FaceID tech.
]]>Comment on Lighthouse tracking examined by HTC Relative Lighthouse Pose Estimation without Open- / SteamVR | Oculus Rift Bloghttp://doc-ok.org/?p=1478#comment-28519
Sat, 21 Jul 2018 23:31:14 +0000http://doc-ok.org/?p=1478#comment-28519[…] Lighthouse tracking examined […]
]]>Comment on HoloLens and Field of View in Augmented Reality by okreyloshttp://doc-ok.org/?p=1274#comment-28331
Thu, 12 Jul 2018 17:09:26 +0000http://doc-ok.org/?p=1274#comment-28331No, it’s really just a hunch to explain a strange observation with a possibly-related known mechanism. I don’t even know how one would test this scientifically (it’s also way outside my area). But if you happen to find anything, or have any ideas, please let me know.
]]>Comment on Measuring the Effective Resolution of Head-mounted Displays by okreyloshttp://doc-ok.org/?p=1631#comment-28329
Thu, 12 Jul 2018 17:06:58 +0000http://doc-ok.org/?p=1631#comment-28329Thanks for posting your observations. Another game where people have experimented a lot with different settings to optimize visual acuity is Elite: Dangerous, but I haven’t tried that myself. I wonder whether the results are the same there as in racing games.
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